Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
details. Presumably it is trick-and-tie if two or three players win
one trick each, and if one player ‘puts’, then the other two must
jointly decide whether to concede or go for broke.
Put for four
‘Four-handed Put dif ers only in this – that on both sides one of the
players gives his best card to his partner, who lays out one in lieu
of it, and the game is afterwards played as in two-handed Put’
(Hoyle’s Games Improved, by G. H. , Esq., 1847).
Aluette
4 players(2 × 2), 48 Aluet e cards
Also cal ed Jeu de Vache, ‘The Cow Game’, l’Aluet e is a
picturesque extension of Truc mentioned by Rabelais in the
sixteenth century and stil extensively played down the left-hand
side of France, from Vannes to the mouth of the Garonne. What
Aluet e means is unknown, but Jeu de Vache refers to the picture of
a cow traditional y depicted on the Two of cups. In fact the game
employs a highly idiosyncratic 48-card pack with Spanish suitmarks
of swords ( ), batons ( ), cups ( ) and coins ( ), and ranks of Ace,
King (Roi), Cavalier (Chevalier, al four depicted as female), Valet,
and numerals 9-8-7-6-5-4-3-2, the most important of which bear
pictures from which their various nicknames are derived. The
fol owing is based on several sources, none of which is complete,
and no two of which agree in every detail.
Preliminaries Four players sit crosswise in partnerships and play to
the left. A game is five deals.
Object The unusual aim is for both members of a partnership to
play in such a way as to ensure that one of them wins more tricks
than any other single player.
Deal Deal nine cards each in batches of three and stack the rest, face
down.
Le chant (optional). If it is agreed to play ‘with singing’, the
fol owing rule is fol owed. After the deal and before the play, each
in turn announces whether he is wil ing for the remaining cards to
be dealt. If al agree, six each are dealt, in threes, to eldest and to
dealer’s partner. Each of them then examines his hand and makes
six discards face down before eldest leads.
Rank of cards The eight highest individual cards, together with their
French-suit equivalents, their names, and the actions recognized as
signal ing their possession, are:
These are fol owed in order by A-R(K)-C(Q)-V(J)-9-8-7-6-5-4-3
without distinction of suit. That is, al Aces are equal in value and
beat Kings, which are equal in value and beat Cavaliers, and so on.
Of these, the first four are cal ed les moyennes and the remainder
les inférieures. Only two each of the Nines and Threes are inferiors,
the others being luet es or doubles.
Play Eldest leads first. Each in turn thereafter may play any card
Play Eldest leads first. Each in turn thereafter may play any card
they please, without necessarily fol owing suit. The trick is taken by
the highest card, as explained above, and the winner of each trick
leads to the next. If there is a tie for highest, no one wins the trick:
it is said to have ‘gone of ’ (être pourrie) and is thrown away, the
next lead being made by whoever led to the tied trick. A trick
containing a luet e or double cannot, of course, be tied.
Score One game point goes to the side of the player who won most
tricks individual y, or, if tied, who took that number first.
Mordienne (gadzooks) This is an optional but commonly played
extra. If a player thinks he can not only win a majority of tricks, but
do so by winning them in unbroken succession up to and including
the last trick (the ninth), having previously taken none, he may
signal his intention to his partner by biting his lip, preferably when
neither opponent is looking. If his partner nods agreement, the
bidder announces Mordienne (an obsolete exclamation equivalent
to Gadzooks!), thereby commit ing himself to this feat, which is
beaten if any of the last successive tricks are tied. Mordienne carries
a score of 2 points, which goes to the bidder if successful or to the
opponents if not. If this optional bid is admit ed, the target score is
set at 10 instead of 5 points. In some circles it is not bid but merely
scored if it occurs, and I am told that this is now the commonest
practice. In some, it may be declared by the bidder without
reference to his partner. In some, it scores 1 point for each of any
number of last tricks won in succession, with a bonus of 1 for
winning al nine, making 10 in al .
Don’t forget…
Play to the left (clockwise) unless otherwise stated.
Eldest or Forehand means the player to the left of the dealer
in left-handed games, to the right in right-handed games.
T = Ten, p = players, pp = in fixed partnerships, c = cards,
T = Ten, p = players, pp = in fixed partnerships, c = cards,
✝ = trump,
= Joker.
4 Hearts family
These are games in which your aim is to avoid taking tricks, or, at
least, tricks containing penalty cards.
This is not as easy as it sounds. When everyone else is trying to
force you to take one, you soon discover that it’s not enough just to
have a vaguely ‘bad hand’ for a positive bid: what you need is a
positively good hand for a negative bid. Here Twos and Threes are
as valuable as Aces and Kings are in Bridge, and middling ranks like
Sevens and Eights not just feeble, as in Bridge, but a positive
danger.
It takes a particular kind of card-sense to play wel a game like
Hearts. Where the object is to avoid penalty cards, the required
knack is to play your high cards when they are unlikely to win
penalties, and to choose just the right point at which to lose the
lead and not be forced into taking any more.
Hearts (Black Lady, etc.) 3-6 players (4 best), 52 cards You don’t call playing Bridge or Hearts on Saturday night a very Bohemian sort
of life, do you? Damn it all, I do that myself !
Carter Dickson, She Died a Lady (1943)
This classic trick-avoidance game has become a popular family and
informal game throughout Europe and America, in the USA first
recorded as appearing in the 1880s. In its purest form, the aim is
just to avoid winning tricks containing hearts. Each player counts a
penalty point for each heart taken in tricks, and the winner is the
player with the lowest score when one player reaches a critical
player with the lowest score when one player reaches a critical
maximum of penalties. Probably no one, however, plays the purest
form. Described here is the current American variety derived from
an early twentieth-century development cal ed Black Lady Hearts.
There are many local variations, but the fol owing four-player game
contains probably the best balance of common features and may
reasonably be regarded as standard.
Preliminaries Four players receive 13 cards dealt singly from a 52-
card pack ranking AKQJT98765432. The game ends when at least
one player reaches a total of 100 penalties.
Object After an exchange of cards, 13 tricks are played at no
trump and the aim is to avoid winning tricks containing hearts or
Q. Alternatively, you may aim to capture al 14 penalty cards (a
slam, or ‘hit ing the moon’), but need not announce this
beforehand.
Exchange Each player first passes three cards face down to his
left-hand neighbour and receives the same number from his right.
On the second deal, cards are passed to the right and received from
the left. On the third they are passed between players sit ing
opposite each other. On the fourth, there is no exchange, the hands
being played as dealt. The same sequence is repeated thereafter.
Players may not pick up the cards passed to them until they have
passed their own three on. There is no restriction on which cards
may be passed.
Play Whoever holds 2 leads it to the first trick. Players must
fol ow suit if possible, otherwise may play any card. The trick is
taken by the highest card of the suit led, and the winner of each
trick leads to the next. There are no trumps. Two special rules
apply.
You may not play a penalty card to the first trick, unless you
have no choice.
You may not lead a heart until the suit has been ‘broken’ by
somebody having discarded one to a previous trick. Exception:
You may do so if you have nothing else, or your only